Documentation ¶
Overview ¶
Package events contains all events that can be sent out from demoinfocs.Parser.
Index ¶
- type BombAbortDefuseEvent
- type BombAbortPlant
- type BombBeginDefuseEvent
- type BombBeginPlant
- type BombDefusedEvent
- type BombEvent
- type BombEventIf
- type BombExplodedEvent
- type BombPlantedEvent
- type BotTakenOverEvent
- type DecoyEndEvent
- type DecoyStartEvent
- type FinalRoundEvent
- type FireNadeEndEvent
- type FireNadeStartEvent
- type FlashExplodedEvent
- type FreezetimeEndedEvent
- type HeExplodedEvent
- type HeaderParsedEvent
- type ItemDropEvent
- type ItemEquipEvent
- type ItemPickupEvent
- type LastRoundHalfEvent
- type MatchStartedEvent
- type NadeEvent
- type NadeEventIf
- type PlayerBindEvent
- type PlayerDisconnectEvent
- type PlayerFlashedEvent
- type PlayerFootstepEvent
- type PlayerHurtEvent
- type PlayerJumpEvent
- type PlayerKilledEvent
- type PlayerTeamChangeEvent
- type RankUpdateEvent
- type RoundAnnounceMatchStartedEvent
- type RoundEndedEvent
- type RoundMVPEvent
- type RoundOfficialyEndedEvent
- type RoundStartedEvent
- type SayText2Event
- type SayTextEvent
- type SmokeEndEvent
- type SmokeStartEvent
- type TickDoneEvent
- type WeaponFiredEvent
- type WinPanelMatchEvent
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type BombAbortDefuseEvent ¶
BombAbortDefuseEvent signals that defusing was aborted.
type BombAbortPlant ¶
type BombAbortPlant struct {
BombEvent
}
BombAbortPlant signals the abortion of a plant.
type BombBeginDefuseEvent ¶
BombBeginDefuseEvent signals the start of defusing.
type BombBeginPlant ¶
type BombBeginPlant struct {
BombEvent
}
BombBeginPlant signals the start of a plant.
type BombDefusedEvent ¶
type BombDefusedEvent struct {
BombEvent
}
BombDefusedEvent signals that the bomb has been defused.
type BombEvent ¶
BombEvent contains the common attributes of bomb events. Dont register handlers on this tho, you want BombEventIf for that.
type BombEventIf ¶
type BombEventIf interface {
// contains filtered or unexported methods
}
BombEventIf is the interface for alll the bomb events. Like NadeEventIf for NadeEvents.
type BombExplodedEvent ¶
type BombExplodedEvent struct {
BombEvent
}
BombExplodedEvent signals that the bomb has exploded.
type BombPlantedEvent ¶
type BombPlantedEvent struct {
BombEvent
}
BombPlantedEvent signals that the bomb has been planted.
type BotTakenOverEvent ¶
BotTakenOverEvent signals that a player took over a bot.
type DecoyEndEvent ¶
type DecoyEndEvent struct {
NadeEvent
}
DecoyEndEvent signals the end of a decoy.
type DecoyStartEvent ¶
type DecoyStartEvent struct {
NadeEvent
}
DecoyStartEvent signals the start of a decoy.
type FinalRoundEvent ¶
type FinalRoundEvent struct{}
FinalRoundEvent signals the 30th round, not raised if the match ends before that.
type FireNadeEndEvent ¶
type FireNadeEndEvent struct {
NadeEvent
}
FireNadeEndEvent signals the end of a molly/incendiary.
type FireNadeStartEvent ¶
type FireNadeStartEvent struct {
NadeEvent
}
FireNadeStartEvent signals the start of a molly/incendiary.
type FlashExplodedEvent ¶
type FlashExplodedEvent struct {
NadeEvent
}
FlashExplodedEvent signals the explosion of a Flash.
type FreezetimeEndedEvent ¶
type FreezetimeEndedEvent struct{}
FreezetimeEndedEvent signals that the freeze time is over.
type HeExplodedEvent ¶
type HeExplodedEvent struct {
NadeEvent
}
HeExplodedEvent signals the explosion of a HE.
type HeaderParsedEvent ¶
type HeaderParsedEvent struct {
Header common.DemoHeader
}
HeaderParsedEvent signals that the header has been parsed.
type ItemDropEvent ¶
ItemDropEvent signals an item was dropped
type ItemEquipEvent ¶
ItemEquipEvent signals an item was equipped
type ItemPickupEvent ¶
ItemPickupEvent signals an item was bought or picked up.
type LastRoundHalfEvent ¶
type LastRoundHalfEvent struct{}
LastRoundHalfEvent signals the last round of the first half.
type MatchStartedEvent ¶
type MatchStartedEvent struct{}
MatchStartedEvent signals that the match has started.
type NadeEvent ¶
type NadeEvent struct { NadeType common.EquipmentElement Position r3.Vector Thrower *common.Player }
NadeEvent contains the common attributes of nade events. Dont register handlers on this tho, you want NadeEventIf for that
func BuildNadeEvent ¶
type NadeEventIf ¶
type NadeEventIf interface {
// contains filtered or unexported methods
}
NadeEventIf is the interface for all NadeEvents. Used to catch the different events with the same handler.
type PlayerBindEvent ¶
PlayerBindEvent signals that a player has connected.
type PlayerDisconnectEvent ¶
PlayerDisconnectEvent signals that a player has disconnected.
type PlayerFlashedEvent ¶
PlayerFlashedEvent signals that a player was flashed.
type PlayerFootstepEvent ¶
PlayerFootstepEvent occurs when a player makes a footstep
type PlayerHurtEvent ¶
type PlayerHurtEvent struct { Player *common.Player Attacker *common.Player Health int Armor int Weapon *common.Equipment WeaponString string // Wrong for CZ, M4A1-S etc. HealthDamage int ArmorDamage int Hitgroup common.Hitgroup }
PlayerHurtEvent signals that a player has been damaged.
type PlayerJumpEvent ¶
PlayerJumpEvent signals that a player has jumped.
type PlayerKilledEvent ¶
type PlayerKilledEvent struct { Weapon *common.Equipment Victim *common.Player Killer *common.Player Assister *common.Player PenetratedObjects int IsHeadshot bool }
PlayerKilledEvent signals that a player has been killed.
type PlayerTeamChangeEvent ¶
type PlayerTeamChangeEvent struct { Player *common.Player NewTeam common.Team OldTeam common.Team Silent bool IsBot bool }
PlayerTeamChangeEvent occurs when a player swaps teams.
type RankUpdateEvent ¶
type RankUpdateEvent struct { SteamID int64 RankOld int RankNew int WinCount int RankChange float32 }
RankUpdateEvent signals the new rank. Not sure if this only occurs if the rank changed.
type RoundAnnounceMatchStartedEvent ¶
type RoundAnnounceMatchStartedEvent struct{}
RoundAnnounceMatchStartedEvent signals that the announcement "Match Started" has been displayed.
type RoundEndedEvent ¶
type RoundEndedEvent struct { Message string Reason common.RoundEndReason Winner common.Team }
RoundEndedEvent signals that the last round is over
type RoundMVPEvent ¶
type RoundMVPEvent struct { Player *common.Player Reason common.RoundMVPReason }
RoundMVPEvent signals the announcement of the last rounds MVP.
type RoundOfficialyEndedEvent ¶
type RoundOfficialyEndedEvent struct{}
RoundOfficialyEndedEvent signals that the round 'has officially ended', not exactly sure what that is tbh.
type RoundStartedEvent ¶
RoundStartedEvent signals that a new round has started.
type SayText2Event ¶
SayText2Event signals a chat message. Not sure what the difference between this and SayTextEvent is.
type SayTextEvent ¶
SayTextEvent signals a chat message. Not sure what the difference between this and SayText2Event is.
type SmokeEndEvent ¶
type SmokeEndEvent struct {
NadeEvent
}
SmokeEndEvent signals the end of a smoke (fade). Not sure if this means it started to fade, completely faded or something in between.
type SmokeStartEvent ¶
type SmokeStartEvent struct {
NadeEvent
}
SmokeStartEvent signals the start of a smoke (pop).
type WeaponFiredEvent ¶
WeaponFiredEvent signals that a weapon has been fired.
type WinPanelMatchEvent ¶
type WinPanelMatchEvent struct{}
WinPanelMatchEvent signals that the 'win panel' has been displayed. I guess that's the final scoreboard.